# GlobalObjectIdentifiersToInstanceIDsSlow(GlobalObjectId[], int[])

> Creates an array of instance IDs based on an array of unique object identifiers.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.5/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

> **Warning:**
>
> **Removed.** GlobalObjectIdentifiersToInstanceIDsSlow is obsolete. Use GlobalObjectIdentifiersToEntityIdsSlow instead.

```csharp
public static void GlobalObjectIdentifiersToInstanceIDsSlow(GlobalObjectId[] identifiers, int[] outputInstanceIDs)
```

### Parameters

**** (\[GlobalObjectId\[]]\(/engine/6000.5/script-reference/unityeditor/globalobjectid)): Array of GlobalObjectIds to convert to instance IDs.**** (\[int\[]]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Array of `InstanceID` objects to write to.

### Remarks

For each item in `identifiers`, this method obtains its `InstanceID` and writes it to the corresponding element in `outputInstanceIDs`. Both arrays must be the same size.

Any `GlobalObjectIds` in the `identifiers` array that can't be resolved are given a value of `0` in the output `InstanceID` array.

This method is slow. Use it sparingly. If you use this method in a large project within other performance-sensitive contexts such as [ISerializationCallbackReceiver.OnBeforeSerialize](/engine/6000.5/script-reference/unityengine/iserializationcallbackreceiver/onbeforeserialize.md) or [ISerializationCallbackReceiver.OnAfterDeserialize](/engine/6000.5/script-reference/unityengine/iserializationcallbackreceiver/onafterdeserialize.md), it's strongly recommended to profile the performance impact.

Additional Resources: [GlobalObjectId.GlobalObjectIdentifierToInstanceIDSlow](/engine/6000.5/script-reference/unityeditor/globalobjectid/globalobjectidentifiertoinstanceidslow.md)
